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Welcome to the 13th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Blanka!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up (maybe Vega?) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ (and if you like the free stuff, 3 adventures were just released in print and PDF, each with substantial previews!) Thanks for visiting my website!

EDIT: I’ve heard it from multiple sources in multiple places and apparently folks are playing Guile’s stage’s song while reading this blog post. I fully support this. Extended version here (link thanks to Ed the Bard!)

guile moa promo

Guile

Medium humanoid (human), lawful good fighter (battle master) 16
Armor Class 20 (leather, martial arts stances)
Hit Points 172 (16d10+80)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 18 (+4) 20 (+5) 15 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +7, Intimidation +7, Perception +7
Tools gaming set, vehicle (land)
Damage Resistances bludgeoning, thunder
Senses passive Perception 17
Languages Ceramian, Ropaeo, Soburi (Common)
Challenge 16 (15,000 XP)

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.
Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.
Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.
Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

ACTIONS
Multiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.
Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

 

GUILE’S BOOTS

Wondrous item, legendary
Guile’s got the same pair of boots issued to him when he joined the ranks of the military. After shedding the blood of countless soldiers across the world they have accrued power, granting Guile the following features:
Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.
Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Notes on Guile’s Build

Guile is a straight up fighter dipping into the world of martial arts and he’s going to feel it when facing off against a proper martial artist–he’ll take more hits and suffer in the fight, but he’s got more tricks up his sleeve and for a bare-knuckle army-brawling boxer I feel like it’s a solid fit. If you’re thinking “I want the players to run into the biggest badasses drinking in the bar”, grab this and Balrog and you should be set. 😀

Welcome to the 12th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s post (making better use of these NPCs) or the last character (Ryu!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! 😀 Thanks for visiting my website!

blanka moa promo.png

BLANKA

Medium humanoid (soburi), neutral good barbarian (path of the faded) 8/freak (hulking)^ 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 16 (15,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s natural armor bonus to AC increases by 2 and his carrying capacity doubles. In addition, he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Fast Movement. Blanka’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fearless. Blanka cannot be frightened.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Hardened Organs. Blanka only requires half as much food and water as normal, he has advantage when making saving throws against dehydration or starvation, and he gains immunity to disease.
Indomitable. Blanka can reroll a saving throw that he fails, but he must use the new roll. He must finish a short rest before he can use this feature again.
Mindless Rage. Blanka can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. Blanka is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Blanka hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmored Defense. While he isn’t wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Blanka’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.

^The Freak class appears in 2099 Wasteland, a post-apocalyptic science fiction campaign setting generator being published by Legendary Games (free stuff here).
*Blanka gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).
EDIT: 2099 Wasteland went live late on Friday night and the full Freak class rules are included in the (free) 41 page preview PDF. 

BLANKA’S SHACKLES

Wondrous item, legendary
Blanka still wears the metal that clasped his ankles and imprisoned him during the experimentation that changed him into the freakish monster he is now. In addition to changing the damage from his Faded feature from necrotic to lightning, they grant him the following features:
Electric Thunder. While raging, Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.

Notes on Blanka’s Design

Originally I was going to go with a barbarian/rogue build but then I was like “! I literally have a thing for characters exactly like this!” so I went with freak instead. The playtest rules for the class are here but the shiney polished version is (or will soon be) available in 2099 Wasteland.

Today in Mike’s Character Vault we’ve got another whothefuckismydndcharacter.com entry: a daft, misguided halfling cleric that frequently tells parables that have nonsensical conclusions and no relevance to whatever is going on at the moment.

It should be noted that Cletus does not necessarily represent my opinions or views on halflings, clerics, any specific faiths, or religion in general–he is simply a comedic character I deeply enjoyed playing.

med

Priest Cletus Longtoe

Small humanoid, neutral good lightfoot halfling cleric (protection domain) 4 / warlock 1 (old one patron)
Armor Class 18 (chain mail and shield)
Hit Points 38 (5d8+10; 0 spent)
Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 15 (+2) 8 (-1) 15 (+2) 16 (+3)

PROFICIENCY BONUS +3
Proficiencies Light armor, medium armor, heavy armor, shields, simple weapons
Saving Throws Wis +5, Cha +6
Skills History +2, Insight +5, Persuasion +6, Religion +2
Senses passive Perception 12, passive Investigation 9
Languages Common, Draconic, Halfling, Undercommon; telepathy 30 ft.

Brave. You have advantage on saving throws against being frightened.
Channel Divinity (1/short rest): Turn Undead or Radiant Defense. You can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Shield of the Faithful. You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Spellcasting (long rests). Cletus is a 4th level divine spellcaster that uses Wisdom as his spellcasting attribute (spell save DC 13, spell attack +5). He knows the following spells:
Cantrips–guidance, light, sacred flame, thaumaturgy
1st (4 slots, 0 spent)–cure wounds, guiding bolt, healing word; compelled duel, protection from evil and good
2nd (3 slots, 0 spent)–prayer of healing, spiritual weapon; aid, protection from poison
Spellcasting (short rests). Cletus is a 1st level arcane spellcaster that uses Charisma as his spellcasting attribute (spell save DC 14, spell attack +6). He knows the following spells (and can spend Warlock spell slots on cleric spells):
Cantrips–eldritch blast, true strike
1st (2 slots, 0 spent)–charm person, dissonant whispers

ACTIONS
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6-1 bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range (80/320), one target. Hit: 1d8 piercing damage.

EQUIPMENT
a mace, chain mail, a light crossbow and 20 bolts, a priest’s pack, a shield, two holy symbols (one Jebus, one Ilmater), a prayer book (Jebus’ primary text, The Bibble), 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

FEAT: War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

FEAT: Inspiring Leader (note the game had a bonus feat for 1st level PCs; drop as necessary)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

BACKGROUND: Acolyte
Feature: Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Character Information

  • SENTIMENTAL HALFLING BARD FROM A SUPER RELIGIOUS UPBRINGING WHO WAS PETRIFIED FOR OVER TWO HUNDRED YEARS
  • Worships Jebus, a saint of Ilmater who grants his protection to true followers that eat his body (crackers or pumpkin seeds) and drink his blood (wine).
  • Constantly tells stories that make no sense and have no relevancy whatsoever (confuse classical myths and children tales but have them teach random lessons)
  • The Foley Ghost (part of the Holy Triangle with Jebus and Ilmater)
  • Spreads the gospel of prosperity
  • The Bibble (Book of Murk, Book of Red, Book of Squideon, as-of-yet-unnamed-volume)
  • Pumpkins are one of the sacraments in the religion of Jebus
  • He does not know it, but it was a demon impersonating the Foley Ghost that offered Cletus greater power in exchange for proving his true devotion to Jebus Crisp. How long will he be torn between the two or will he ever learn of this deception?

Protection Domain Spells
Cleric Level Spells
1st compelled duel, protection from evil and good
3rd aid, protection from poison

Bonus Proficiency
When you choose the protection domain at 1st level, you gain proficiency with heavy armor.

If you’re a Hypercorps 2099 backer, check the project page and look for your survey — we’re fulfilling PDF rewards two months ahead of schedule!
If you’re a Veranthea Codex backer, the third new product of the line is out and it is amazing (aliens, pirates, robots and so much more are inside in Into the Veil!)

Otherwise you’re here for MISTS OF AKUMA: Eastern Fantasy Noir Steampunk for Dungeons & Dragons 5th Edition!

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My newest Kickstarter project is going off with a BANG and you can get four free PDFs filled with content usable in any D&D 5E game, accompanied by beautiful illustrations and context that give you a great idea of what the final Mists of Akuma book has to offer!

What will you find in the complete Mists of Akuma 5th Edition campaign setting?
• Scores of beautiful, brand new illustrations from several talented artists to truly depict the unique world of Soburin in all of its dark, gritty glory
• Detailed workings of Sanbaoshi, the capital of Soburin and home to the Imperial Palace of the Masuto Dynasty
• Information on the Star of the North, Chikan, one of the unique scientific prefectures of Soburin
• A section on Nagabuki, Gem of the South and one of Soburin’s most traditional states
• The 23 great clans of Soburin, each with statistics for a unique Bengoshi (government agent) and henchman
• Five different imperial dragons and over a dozen oni, fi lling your game with exciting new monsters especially suited for eastern fantasy
• A treasure trove of new class options!
Bushibot Martial Archetype, Circle of Blight, Circle of Shifting, Clockwork Adept Arcane  Tradition, College of the Gun Priest, Detective Rogue Archetype, Herbalist Rogue Archetype, Kami Divine Domain, Mage Arcane Tradition, Martial Artist Monastic Tradition, Ninja Rogue Archetype, Priest Monastic Tradition, Samurai Sacred Oath, Tattoed Monastic Tradition, Shinobibot Archetype, Tsukumogami Hunter Ranger Archetype, Wu-Jen Warlock Pacts (with four patrons for every season of Soburin)
• New races for players in Soburin!
Humans (Soburi, Ceramian, and Ropaeo), Bakemono, Enjin, Hengeyokai (of the Cat, Dog, Monkey, Rat, Crane, Fox, and Spider varieties), Kappa, Mutants, Necroji, Oni-Touched, Psonorous, Pyon, Shikome, Steametic, Tanuki, Tengu, Umibo
• Dozens of new feats for spellcasters, warriors, and deadly martial artists
• Eastern armor and weapons, and a retinue of steampunk equipment
• Two new attributes to instill flavor into your game: Dignity and Haitoku

What are you waiting for?! Go check out the promotional PDFs, stop by the FAQ, watch the videos below, or read these blog articles (on Grognard, Ed the Bard, and EN World [twice!]) about Mists of Akuma then pledge to make this amazing campaign setting a reality!

The Defective Geeks Actual Play [or as podcast episode 1, episode 2, episode 3]

Mike Myler on the Mythwits!

Test Subjects of a Kagaku-Sha Actual Play

 

Wonder how Veranthea works together with so many divergent themes?
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RECEIVE YOUR ANSWERS HERE, on the RPG Interview Room Podcast!

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What sorts of adventures wait on the Free Isle for PCs? Check out the Bad Omens in Ominara scenario and find out!

Many dangers walk the realms of the island of liberty in Trectoyri, but recently, doppelgangers possessing unusual powers have been spotted in the various city-states—can the party out these saboteurs before it’s too late?!

The Veranthea Codex Kickstarter launched 12 hours ago and has accrued more than 25% of the initial funding goal!

I am beside myself and cannot adequately thank everyone enough; this is amazing, as are all of you!

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If you’ve already pledged and just want more to read, or if you’re still on the fence, check out the Free Isle of Ominara! Learn about the spirit filled Zaliha Plains, the religious city of Licentia, the Ominaran Conscripts, and much, much more in this update to the Veranthea Codex tumblr!